/*
 * Copyright (c) 2011-2012, Two Trolls Entertainment
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *   * Redistributions of source code must retain the above copyright
 *     notice, this list of conditions and the following disclaimer.
 *   * Redistributions in binary form must reproduce the above copyright
 *     notice, this list of conditions and the following disclaimer in the
 *     documentation and/or other materials provided with the distribution.
 *   * Neither the name of the Rhenium nor the
 *     names of its contributors may be used to endorse or promote products
 *     derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL Two Trolls Entertainment BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#include <math.h>
#include "mathhelper.h"

#define PI 3.14159265

unsigned rightRotate(unsigned word, int amount)
{
    return ((word >> amount) & 0xFFFFFFFF) | ((word & 0xFFFFFFFF) << (32 - amount));
}

unsigned leftRotate(unsigned word, int amount)
{
    return ((word << amount) & 0xFFFFFFFF) | ((word & 0xFFFFFFFF) >> (32 - amount));
}

Vec2F::Vec2F()
{
    x = y = 0.0f;
}

Vec2F::Vec2F(float nX, float nY)
{
    x = nX;
    y = nY;
}

void Vec2F::setX(float nX)
{
    x = nX;
}

void Vec2F::setY(float nY)
{
    y = nY;
}

void Vec2F::setXY(Vec2F vec2)
{
    x = vec2.getX();
    y = vec2.getY();
}

float Vec2F::getX()
{
    return x;
}

float Vec2F::getY()
{
    return y;
}

void Vec2F::moveX(float distance)
{
    x += distance;
}

void Vec2F::moveY(float distance)
{
    y += distance;
}

void Vec2F::moveXY(float angle, float speed, float time)
{
    float rad = angle * (PI / 180);
    x += cos(rad) * (time * speed);
    y -= sin(rad) * (time * speed);
}

float Vec2F::distanceTo(Vec2F vec2)
{
    return sqrt(pow((x - vec2.getX()), 2) + pow((y - vec2.getY()), 2));
}

float Vec2F::distanceTo(Vec2F *vec2)
{
    return sqrt(pow((x - vec2->getX()), 2) + pow((y - vec2->getY()), 2));
}

Vec2F Vec2F::operator+(Vec2F &other)
{
    return Vec2F(x + other.getX(), y + other.getY());
}
